251 lines
8.3 KiB
C++
251 lines
8.3 KiB
C++
#include <boost/algorithm/string.hpp>
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#include <boost/algorithm/string/case_conv.hpp>
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#include <boost/log/trivial.hpp>
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#include <exception>
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#include <glad/glad.c>
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// glad must be loaded before GLFW
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#include "graphics.hpp"
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#include "main.hpp"
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#include <iostream>
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using namespace std;
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ShaderProgram::Base ShaderProgram::baseFromName(string name) {
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string lname = name;
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boost::algorithm::to_lower(lname); // yes, cpp needs a library to do this.
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// luckily I'm already using boost so I
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// don't need to worry too much about it.
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// can't do a switch over strings in cpp.
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if (lname == "empty") {
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return Empty;
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}
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if (lname == "triangle") {
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return Triangle;
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} else {
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BOOST_LOG_TRIVIAL(fatal) << "unknown base program \"" << name << "\"";
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exit(EXIT_USAGE);
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}
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}
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/* class ShaderProgram Implementations */
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string ShaderProgram::baseName() {
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/*
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BOOST_LOG_TRIVIAL(debug) << "this->base: " << this->base
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<< " Base::Empty: " << Base::Empty
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<< " Base::Triangle: " << Base::Triangle;
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*/
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switch (this->base) {
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case ShaderProgram::Base::Empty:
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return "Empty";
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case ShaderProgram::Base::Triangle:
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return "Triangle";
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default:
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// this should never occur, as the switch case should cover all variants.
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throw std::runtime_error("Undefined base Program");
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}
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}
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/**
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* @param vertexSource C style string with NULL termination
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* @param fragSource C style string with NULL termination
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*/
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ShaderProgram::ShaderProgram(Base base, string vertexSource,
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string fragSource) {
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int success;
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char infoLog[512];
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const char *vertexSource_c = vertexSource.c_str();
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const char *fragSource_c = fragSource.c_str();
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this->base = base;
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BOOST_LOG_TRIVIAL(info) << "With base program \"" << this->baseName() << "\"";
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// NOTE: char arrays and char pointers are not actually the same.
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// glShaderSource requires a char[] as it appears. We pass the
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// variable by reference to avoid duplication in memory.
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BOOST_LOG_TRIVIAL(trace) << "creating empty shaders";
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this->vertex = glCreateShader(GL_VERTEX_SHADER);
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this->frag = glCreateShader(GL_FRAGMENT_SHADER);
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BOOST_LOG_TRIVIAL(trace) << "loading vertex shader";
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glShaderSource(this->vertex, 1, &vertexSource_c, NULL);
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BOOST_LOG_TRIVIAL(trace) << "compiling vertex shader";
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glCompileShader(this->vertex);
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// check if it worked
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glGetShaderiv(this->vertex, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(this->vertex, 512, NULL, infoLog);
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BOOST_LOG_TRIVIAL(fatal) << "could not compile vertex shader:\n\n"
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<< infoLog << std::endl;
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exit(EXIT_SHADER);
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}
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BOOST_LOG_TRIVIAL(trace) << "loading fragments shader";
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glShaderSource(this->frag, 1, &fragSource_c, NULL);
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BOOST_LOG_TRIVIAL(trace) << "compiling fragments shader";
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glCompileShader(this->frag);
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// check if it worked
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glGetShaderiv(this->frag, GL_COMPILE_STATUS, &success);
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if (!success) {
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glGetShaderInfoLog(this->frag, 512, NULL, infoLog);
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BOOST_LOG_TRIVIAL(fatal) << "could not compile fragments shader:\n\n"
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<< infoLog << std::endl;
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exit(EXIT_SHADER);
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}
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// combine it all in a actual program
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this->program = glCreateProgram();
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glAttachShader(this->program, this->vertex);
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glAttachShader(this->program, this->frag);
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glLinkProgram(this->program);
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glGetProgramiv(this->program, GL_LINK_STATUS, &success);
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if (!success) {
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glGetProgramInfoLog(this->program, 512, NULL, infoLog);
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BOOST_LOG_TRIVIAL(fatal) << "could not link shader program:\n\n"
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<< infoLog << std::endl;
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exit(EXIT_SHADER);
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}
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// finalizing our setup
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glDeleteShader(this->vertex);
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glDeleteShader(this->frag);
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}
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/** defines the base program behavior.
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*
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* will be called in `mainWindow`.
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*/
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int ShaderProgram::run(GLFWwindow *window) {
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if (this->base == Triangle) {
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// set up vertex data (and buffer(s)) and configure vertex attributes
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// ------------------------------------------------------------------
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float vTriangle[] = {
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-0.5f, -0.5f, 0.0f, // left
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0.5f, -0.5f, 0.0f, // right
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0.0f, 0.5f, 0.0f // top
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};
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unsigned int VBOTriangle, VAOTriangle;
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glGenVertexArrays(1, &VAOTriangle);
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glGenBuffers(1, &VBOTriangle);
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// bind the Vertex Array Object first, then bind and set vertex buffer(s),
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// and then configure vertex attributes(s).
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glBindVertexArray(VAOTriangle);
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glBindBuffer(GL_ARRAY_BUFFER, VBOTriangle);
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glBufferData(GL_ARRAY_BUFFER, sizeof(vTriangle), vTriangle, GL_STATIC_DRAW);
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glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, 3 * sizeof(float),
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(void *)0);
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glEnableVertexAttribArray(0);
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// note that this is allowed, the call to glVertexAttribPointer registered
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// VBO as the vertex attribute's bound vertex buffer object so afterwards we
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// can safely unbind
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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// You can unbind the VAO afterwards so other VAO calls won't accidentally
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// modify this VAO, but this rarely happens. Modifying other VAOs requires a
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// call to glBindVertexArray anyways so we generally don't unbind VAOs (nor
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// VBOs) when it's not directly necessary.
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glBindVertexArray(0);
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// uncomment this call to draw in wireframe polygons.
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// glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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while (!glfwWindowShouldClose(window)) {
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// input
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// -----
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processInput(window);
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// render
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// ------
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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// draw our first triangle
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glUseProgram(this->program);
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glBindVertexArray(VAOTriangle); // seeing as we only have a single VAO there's no
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// need to bind it every time, but we'll do so to
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// keep things a bit more organized
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glDrawArrays(GL_TRIANGLES, 0, 3);
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// glBindVertexArray(0); // no need to unbind it every time
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// glfw: swap buffers and poll IO events (keys pressed/released, mouse
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// moved etc.)
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// -------------------------------------------------------------------------------
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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// optional: de-allocate all resources once they've outlived their purpose:
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// ------------------------------------------------------------------------
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glDeleteVertexArrays(1, &VAOTriangle);
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glDeleteBuffers(1, &VBOTriangle);
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glDeleteProgram(this->program);
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// glfw: terminate, clearing all previously allocated GLFW resources.
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// ------------------------------------------------------------------
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glfwTerminate();
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return 0;
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} else // Empty
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{
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// use the compiled shader
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glUseProgram(this->program);
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while (!glfwWindowShouldClose(window)) {
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processInput(window);
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glClearColor(0.2f, 0.3f, 0.3f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT);
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glfwSwapBuffers(window);
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glfwPollEvents();
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}
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return 0;
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}
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}
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/* functions that run out graphics stuff */
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void framebuffer_size_callback(GLFWwindow *window, int width, int height) {
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glViewport(0, 0, width, height);
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}
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GLFWwindow *initGl() {
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/* graphics stuff */
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glfwInit();
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glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
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glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
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glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
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// glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
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GLFWwindow *window = glfwCreateWindow(800, 600, "Shader Loader", NULL, NULL);
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if (window == NULL) {
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printf("Failed to create GLFW window\n");
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glfwTerminate();
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exit(EXIT_GL);
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}
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glfwMakeContextCurrent(window);
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if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress)) {
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printf("Failed to initialize GLAD\n");
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exit(EXIT_GL);
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}
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glfwSetFramebufferSizeCallback(window, framebuffer_size_callback);
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return window;
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}
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int mainWindow(ShaderProgram *shaderProgram, GLFWwindow *window) {
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int result = 0;
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BOOST_LOG_TRIVIAL(trace) << "Base program";
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result = shaderProgram->run(window);
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BOOST_LOG_TRIVIAL(trace) << "Left base program";
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glfwTerminate();
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return result;
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}
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void processInput(GLFWwindow *window) {
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if (glfwGetKey(window, GLFW_KEY_ESCAPE) == GLFW_PRESS)
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glfwSetWindowShouldClose(window, true);
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}
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